XCOM 2
Project LAZOR : A Proficiency Spark Class Rebalance
209 Comments
Myricae 22 Jun @ 4:19am 
I'll install then! Thanks man
FearTheBunnies  [author] 21 Jun @ 1:56pm 
No, it shouldn't break anything.
Myricae 21 Jun @ 8:50am 
Hey man i started a playtrough with project laser, but I haven't even built the proving ground yet, i imagine installing this mod now would still break everything?
Miralyn 24 May @ 9:54pm 
not sure about the rest of the classes, but damn, artillery spark is hilariously op against all kinds of lost
LeoArcticaa 24 May @ 3:59pm 
Heres hoping then
FearTheBunnies  [author] 24 May @ 11:05am 
The invisible weapons is a known issue, but they functionally still work. They are the weapon for the Cuirassier and this mod pack does balance work on them to bring them in line with other weapons.

I personally am not sure what the bug is in the way the .upk is setup, but if another modder finds the issue I would be happy to require their fix mod or publish a fix mod myself with their fix in it (full credit given, of course.)
LeoArcticaa 24 May @ 7:37am 
The owner of the Kinetic Smite mod has not updated it in ages and the smite modules are still invisible....

Do we really need it? Or are you working on a fix for it?
Nero 18 Feb @ 6:19pm 
Thx
FearTheBunnies  [author] 18 Feb @ 12:14pm 
Any SPARK weapon that is not explicitly called out in this mod, should be available to all sparks.
Nero 18 Feb @ 10:38am 
Does this mod work with the predator cannon?
Epic Dovahkiin 11 Feb @ 8:25am 
aight thanks
FearTheBunnies  [author] 11 Feb @ 8:04am 
Wow, I just realized my config file is duplicating those lines, but yes, you will need to remove BOTH blocks of editing that template to make it work.
FearTheBunnies  [author] 11 Feb @ 8:02am 
To turn it back on, edit SparkMinigun/XComTemplateEditor.ini and comment out (put ; at the start of the line) both:

+Edit_X2TechTemplate = (T = "Tech_LegionChassis", P = "Requirements", Requirements = (RequiredTechs = ("Tech_LegionChassis")))
+Edit_X2TechTemplate = (T = "Tech_LegionChassis", P = "AlternateRequirements", OP = "Remove")

and

+Edit_X2TechTemplate = (T = "Tech_LegionChassis", P = "Requirements", Requirements = (RequiredTechs = ("Tech_LegionChassis")))
+Edit_X2TechTemplate = (T = "Tech_LegionChassis", P = "AlternateRequirements", OP = "Remove")
Epic Dovahkiin 11 Feb @ 6:41am 
do we need to uncomment the 2 proving grounds lines to get the mk2 Legion Chasis or just the bottom one? (or neither?)
Boisegangpc 10 Feb @ 7:44pm 
Alright, thank you for the explanation. I may try messing around with Weapon Skin Replacer or Template Master to see if I can override the animation but if it's a "hardcoded" thing than that is very unfortunate.
FearTheBunnies  [author] 10 Feb @ 6:47pm 
I think that has a lot to do with which slot it is equipped in, unfortunately.
Boisegangpc 10 Feb @ 11:55am 
The Kiruka Autogun still uses the Soldier heavy weapon animations rather than the transforming arm animations from I believe Iridar's Spark Arsenal. Not sure how to change this.
Nero 27 Jan @ 1:39am 
Ah i see my bad
FearTheBunnies  [author] 26 Jan @ 6:49pm 
See? Like I said, confusion. Just triple checked my configs, and that one is not equipable by any of the LAZOR classes, you will have to use the Heavy Weapon variant instead.
Nero 26 Jan @ 12:10am 
oh no i meant kinetic strike module, the secondary
FearTheBunnies  [author] 25 Jan @ 4:37pm 
There are 7 primary weapons and 7 sparks. Each spark gets 1 primary weapon. The KSM is used by the Cuirassier
Nero 25 Jan @ 1:38am 
Do none of the sparks equip ksm?
Nero 23 Jan @ 8:29am 
ah i see thank you
FearTheBunnies  [author] 23 Jan @ 7:02am 
@TrooperCoon It does not disable it. I did go through and normalize the naming conventions of all the Kinetic Smite/Strike stuff, so the name may not be what you were expecting it to be, but the equipment is still present and should be equippable like usual.
Nero 23 Jan @ 5:26am 
Any idea if this mod disables the kinetic strike module secondary?
RozeBomb 2 Jan @ 6:20pm 
Gotta say, surface-level, this sounds absolutely fantastic as an avid SPARK enjoyer. I tend to have SPARKs be my go-to for Anti-Psionic and Anti-Mech squads. We'll see if this opens up to other roles.
D3athspartn 19 Oct, 2024 @ 11:20am 
I solved it, it was an issue with Custom Spark Redux saying it was adding classes from LASOR and not LASER. I let Rusty know too.
FearTheBunnies  [author] 19 Oct, 2024 @ 9:58am 
That... Is unique... Not sure what is going wrong. There may be another mod in your list affecting those classes specifically.
D3athspartn 18 Oct, 2024 @ 11:53am 
Five in total. The four new ones from this and the base Spark class. the three from the first LASER are missing
FearTheBunnies  [author] 18 Oct, 2024 @ 10:20am 
How many spark classes do you see when promoting a new spark for the first time?
D3athspartn 18 Oct, 2024 @ 9:07am 
Love the idea of having this many Spark classes but im running into the issue of the three from the first project lazer arent showing up. I use Amalgamation for my human soldiers and wanted to use this for just my Sparks and I think that may be what is causing the issue. Is there any workaround so I can use all seven?
Epic Dovahkiin 8 Oct, 2024 @ 8:06am 
awesome
FearTheBunnies  [author] 8 Oct, 2024 @ 8:05am 
The rebuild from Core should work just fine.
Epic Dovahkiin 8 Oct, 2024 @ 8:00am 
i just have to say running this with a Mechanic is awesome the classes really mesh well together it really feels like you have a dedicated mechanized force (especially if you get the BO3 reaper squadmate mod) also i gotta ask would the full MW allow us to rebuild the SPARKS from the cores? or would the be reverted to say vanilla (or just not drop cores at all)
Epic Dovahkiin 7 Oct, 2024 @ 8:40pm 
ah cool i didn't see that until just now
FearTheBunnies  [author] 7 Oct, 2024 @ 8:32pm 
It actually requires the MW perk pack, but using the full MW is 100% compatible
Epic Dovahkiin 7 Oct, 2024 @ 6:37pm 
does this have any interaction at all with mechatronic warfare?
warriorandtoaster 11 Aug, 2024 @ 5:40pm 
Apparently the duplicate Jupiter chassis type and Blast Padding things might be a bug as far back as Mechatronic Warfare since that also suffers from the trait indicating that a unit is a mech unit being displayed twice. Could be a vanilla XCOM2 bug for all I know.
warriorandtoaster 7 Aug, 2024 @ 6:30am 
Info panel while in combat, both in the lower left blurb and the full info panel accessible through the F1 key. Specifically it was Blast Padding and the Jupiter chassis type entries that were getting duplicated for me (Guardian SPARK class)
FearTheBunnies  [author] 7 Aug, 2024 @ 6:04am 
Thanks @Zelfana. I will go ahead an make the assorted fixes a requirement of this mod to just nip it in the bud.
Zelfana 7 Aug, 2024 @ 6:01am 
Suppression and stuff being wonky with Overdrive is addressed in my Assorted Fixes mod but it's a simple config addition to fix in other mods (IgnoreAbilitiesForOverdrive).
FearTheBunnies  [author] 7 Aug, 2024 @ 5:54am 
The SPARK Suppression issue is an old bug that hasn't been addressed yet. As to the abilities, which panel are they being duplicated in? The character screen in the armory? The squad select? The soldier list?
warriorandtoaster 7 Aug, 2024 @ 1:29am 
Is it a known display bug that SPARKs get duplicate traits and abilities in their info panel? It seems harmless but I was wondering if there's a way to fix it.

For a more serious potential bug, I've noticed that I can, for some reason, use Suppression on enemy targets after ending my SPARK's turn with Overwatch. Anyone else experiencing that?
Nazuluhis 21 Jun, 2024 @ 11:08pm 
It probably is. For some reason, my Xcom 2 has gotten substantially more buggy since I last played. I'll probably run through my mod list and try to find the issue.
FearTheBunnies  [author] 21 Jun, 2024 @ 10:58pm 
*shrug* Glad it cleared up. No idea what could have caused it. If it keeps happening, definitely let me know. Sounds like some kind of weird mod<>mod interaction.
Nazuluhis 21 Jun, 2024 @ 9:12pm 
No, for some reason a new playthrough fixed the issue. My spark had a max of 3 and only spawned with one filled out. At first, I thought it was strangely linked to deep pockets, because my gun would always be down two bullets, but after launching a new mission, it fixed the gun.

As a said, a new playthrough fixed it, but it happened was still incredibly weird.
FearTheBunnies  [author] 21 Jun, 2024 @ 9:00pm 
Do you have Minor Kinetic Plating on the SPARK? That will cause it to have two empty pips as it increases Max Shields by +2 so it can charge them when shots miss.
Nazuluhis 21 Jun, 2024 @ 6:29pm 
For some reason my shield spark isn't spawning with max shield, only one out of the three. This wasn't the case in my last playthrough. Do you have any advice for a fix?
Kinsect 8 Jun, 2024 @ 10:28pm 
Yeah I brought it up in the modding server as well and someone said in light and heavy spark armor it unlock's every tier of armor as well? I'm not sure about that one since I found out the bug in the character pool
FearTheBunnies  [author] 8 Jun, 2024 @ 7:32pm 
Yup, basically it has reached the point where a person needs to spend the time to debug it and figure out what is breaking.